> "Maya works with squares, Away works with triangles.  The number of
> squares that are in your Maya project will be "doubled" (ie, they'll
> be split into two so Away can work with the triangles)"
>

Maya can "work with" triangles as easily as quads, and you will likely get
better results if the artists build using triangles directly rather than
relying on your collada exporter or away3d to triangulate in a sane
fashion.  For what it's worth, this is not really away3d specific.  Most
graphics APIs either require or prefer triangles for rendering.


Correct?  Is it worth using Away3D LITE perhaps?  I've heard the
> performance is much higher.
>

Potentially, but you will still need probably to drastically simplify your
mesh if you would like interactive framerates.



> I'm basically just loading in colladas, building a figure from the
> different pieces and then adding a "click and drag to spin" for it.  I
> tried incorporating the Lite library in and I see some of the syntax
> changes which are not such a big deal to convert to.  However, I
> noticed Collada.parse() wasn't there!  Is there another way to go
> about this with Away3D Lite?
>

try: colladaInstance.parseGeometry(xmlData);

-Ken

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